MakeItTile: Improved version

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The improved version of tiling controls takes random chunks of your input bitmap, and then places them in a random fashion inside the 0 to 1 texture space, which, in the end, creates a much more pleasing tiled result.

- [Instructor] What we want to do in this exercise…is take a look at the improved random tiling option…in Bitmap2Material 3,…as this is in fact the tiling method…that best suits the bitmap that we are using here.…After discussing what it actually does,…we will then set it up so that,…by the end of the course,…we will have a nicely tiling set of output bitmaps…that we can then use as the base for our material in UE4…and 3DS Max or wherever.…Over the in the global rollout…in the Parameters section of the UI, then,…let's open up the Make It Tile list,…and choose the Random option that we see there.…

As its name suggests, this can help create a much more…random result than the legacy Edges Quincunx approach…that we have already looked at,…with the result typically making it much easier…to hide repeating patterns in our texture.…How does this work?…Well, simply put, this method takes what I like to call…a small splat or irregular-shaped patch from the map…and then places it randomly over…the entire area of the image,…

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Released

4/19/2017

The Bitmap2Material (B2M) application from Allegorithmic gives you the ability to generate physically-based rendering (PBR) maps from a single source image. In this course, learn how to effectively use this software to enhance your PBR workflow. Joel Bradley kicks off the course by showing how to navigate the B2M UI. Next, he shows how to work with B2M in Substance Designer. He also covers how to use the global controls, change the colors in an input bitmap, tweak the base color, generate ambient occlusion, and more.